using GameServer.ShootingGame.Physics.CollisionReactionClasses.Base;
using System.Collections.Generic;
using GameServer.ShootingGame.RenderableClasses;
namespace GameServer.ShootingGame.Physics.CollisionReactionClasses
{
    public class OrdinanceCollisionEffects : CollisionEffects
    {
        public OrdinanceCollisionEffects(Ordinance owner)
            :this(owner, Colliders.ORDINANCE)
        {
        }

        public OrdinanceCollisionEffects(Ordinance owner, Colliders ownerColliderType)
            : base(owner, ownerColliderType, null, null, null)
        {
            if (reactions_ToWall.Count == 0)
            {
                reactions_ToWall.Add(CollisionFX.EXPIRE);
            }
            if (reactions_ToPlayer.Count == 0)
            {
                reactions_ToPlayer.Add(CollisionFX.EXPIRE);
            }

        }
    }
}
